DYRRN
Dyrrn is known to its followers as the Corruptor, the
Stealer of Thoughts, the Slithering Lord, and the Foul
Labyrinth. In the lore of the Gatekeepers, it is said that
Dyrrn plants thoughts in the weak minded-the seeds
of terrible ideas that fester and grow. Those who are
particularly brilliant often draw the attention of the Foul
Labyrinth, which hungers to consume unique minds.
Twisting Flesh and Thought. The mind flayers of
Eberron know Dyrrn as the Overmind, and it serves as
the cornerstone of their collective consciousness. Of all
the daelkyr, the Corruptor is the most adept at twisting
minds and bodies to create monsters. It was Dyrrn who
turned goblinoid prisoners into the first dolgaunts and
dolgrims, creating the legions that would savage the
nations of Khorvaire. Dyrrn is also a prolific creator of
symbionts-treasures that tempt people to bind alien en
tities to their flesh.
Dyrrn's Cults. Dyrrn's lair touches the Eldeen
Reaches, and the druids of the Towering Wood are al
ways watching for Dyrrn's influence. At the start of the
Last War, the dwarves of the Mror Holds discovered
passages to the daelkyr's realm below their halls, and
Dyrrn's cults have spread from there.
Mind flayers often work with Dyrrn's cults, many of
which are obsessed with evolution-through the use of
symbionts or by becoming an aberration. Those who
worship the Stealer of Thoughts believe that Dyrrn will
consume all sentient beings, except for its servants.
Dyrrn most often appears as a tall humanoid male
with pale skin, clad in a heavy cassock of interwoven
black leather that slithers unsettlingly around the
daelkyr's form. Dyrrn can extend tentacles from its
body, using them to extract the brains of others.
DYRRN's LAIR
Dyrrn makes its lair in the Palace of Sinew, a horrid site
shaped from the leftover flesh and bones of the daelkyr's
sculpting. The walls of the palace undulate as air flows
through them, as if the space were breathing.
Lair Actions. While within the Palace of Sinew,
Dyrrn can invoke the ambient magic to take lair actions.
On initiative count 20 (losing initiative ties), Dyrrn can
take a lair action to cause one of the following effects; it
can't use the same effect two rounds in a row:
Dyrrn uses its Corruption action.
- A 30-foot-square area of ground within 120 feet of
Dyrrn sprouts tentacles until initiative count 20 on the
next round. Any creature that starts or ends its turn
in the area must succeed on a DC 23 Strength saving
throw or be restrained. A creature can escape the ten
tacles with a successful DC 23 Strength (Athletics) or
Dexterity (Acrobatics) 'check as an action. - Each creature of Dyrrn's choice that it can see within
120 feet of it must succeed on a DC 23 Wisdom saving
throw or take 26 (4dl2) psychic damage. Unless the
target has immunity to psychic damage, its Intelli
gence score is reduced by ld4 each time it fails the
CHAPTER 6 I FRIENDS AND FOES